Rapid Start Tutorial [R12]

Rapid Start Tutorials

This 'Rapid Start Tutorial' is for those who want to 'just start now', and not ask 'too many questions'! If you find you do need more help, go to the 'Getting Started Tutorials'.

Summary of the Rapid Start Tutorial

1.Add a Mechanism-Editor to a Plane.
2.Edit the Part that is the Machine-Frame (we call it the Base-Part)
3.Add Lines with Points to the Machine-Frame as sketch-elements

The Lines and Point will position the joints that are between the frame and the Part you add to the model.

4.Add Parts to represent the machine elements.
5.Add Joints between the different Parts. Add Pin-Joints and Slide-Joints for planar mechanisms, Ball-Joints for spatial mechanisms.
6.Add a special Motion-Dimension between two Parts to identify which Part is to be given the motion.
7.Add a Motion-FB. It will to supply motion to the Driving Part.
8.Add a Linear-Motion FB to supply an 'axis' to the Motion-FB
9.Connect wires between FBs to give the 'flow' of motion-values.

(Function-Blocks have input and output-connectors. Drag wires from the output-connector to the input-connectors).

9.Add and edit a Motion in MotionDesigner
10. Edit the Motion FB to link the motion in MotionDesigner to the Motion FB.

Repeat 2–9 to add new mechanisms.

Repeat 1 to add new Mechanism-Editors to the same or different Planes.

hmtoggle_arrow1        Zusammenfassung der Schritte - Deutsch

Schlüsselwörter und MD spezifische terminologie in Schrägschrift gesetzt

1.Hinzufügen eines neuen Mechanismus zu einer Ebene.
2.Bearbeiten Sie den Teil (Glied) der den Maschinenrahmen ist.
3.Fügen Sie Linien mit Punkten auf den Maschinenrahmen als Skizzenelemente.

Diese werden die Positionen der Verbindungen zwischen dem Rahmen und jedes Teile (Glied)

4.Teile für Mechanismen hinzufügen.
5.Hinzufügen zapfengelenk und schubgelenk für planare Mechanismen, Kugelgelenke für die Raummechanismen.
6.Fügen Sie eine Bewegungs-FB. Es wird die Bewegung des Antriebsteils zu definieren.
7.Fügen Sie eine Linearbewegungs-FB, eine 'Achse' auf die Bewegungs-FB liefern. [Gleichmäßige Bewigung]
8.Schließen Sie Drähte mit den FBs. Die Motion-Werte entlang der Drähte.
9.Bearbeiten Sie die Bewegung in MotionDesigner.

Wiederholen Sie die 2–9 um neue Mechanismen hinzuzufügen.

Wiederholen Sie die 1 für Mechanismus auf verschiedenen Ebenen.

Build a Four-bar Mechanism

Application Window
Application-Window - Click to Expand/Collapse

Step1 - Close MotionDesigner and hide tool-tip hints.

When you start, you see the MechDesigner and MotionDesigner docked to the right-hand side. Close MotionDesigner now:

1.Click Tools menu > Show/Hide MotionDesigner. We can show it again later.

You can also see the 'Memo Pad'. Please close that form also.

Now, you see the Model-Editor. It is the 'Machine Frame'. There is only one Model-Editor.

However, you assemble / build mechanisms in one or more Mechanism-Editors, not the Model-Editor. Thus, you must add a minimum of one Mechanism-Editor.

You add Mechanisms-Editors to Planes.

At this point, as an option, you may want to hide the Hints/Tool-tips

1.Click Help menu > Toggle Hints
2.Click Help menu > Toggle Hints (Yes, two times)


KEY-SKILL 1 : Add a Mechanism to a Plane

1.Use the keyboard arrow-keys to spin the model to see the three Planes.

In the Model-Editor tab 1s-red and the graphic-area4s there are three Planes. These Planes are the XY, YZ, XZ Planes. You can see the Red, Green, Blue triad. The 'Front-View' is the XY Plane, looking along the -Z-axis.

In the Model-Editor:

1.Click the 'Model menu [at the top] or Model Local-Toolbar [left of Graphic Area) > 'Add Mechanism'2s

Frequently, when you start a command the Command-Manager3s lists the elements you must click (or 'select'). The Command-Manager is to the left-side of the graphic-area.

In this case, the Command-Manager3s shows you must click a Plane.

2.Click a Plane  Mechanism Editors are linked to a Plane, called the Mechanism Plane.4s in the Graphic-Area  Graphic Area: the area you add and build your mechanisms. or the Assembly-Tree  Assembly Tree: In the Project Explorer (left of graphic area), shows elements in the model and mechanisms. [The Assembly Tree, to the left of the graphic-area, lists the elements in the model].
3.Click OK in the Command-Manager



Now, you 'jump' immediately to the new Mechanism-Editor and Mechanism tab. You can now see:

1s-red Base-Part. [The Base-Part is the reference Frame for the Mechanism. The Base-Part has a Green rectangular 'Part-Outline'. [Added-Parts, we will see later, have oval Part-Outlines'.] [The rectangular Part-Outline is Red in the image because the mouse-pointer is above it]

2s Small XY-axes at the Origin of the Mechanism-Editor/Base-Part

3s New Mechanism tab. The Base-Part is on the Plane to which you add the new Mechanism-Editor.

4s Kinematic-elements toolbar. Editors (Model, Mechanism and Part) have Contextual Toolbars' to the left-side and/or right-side of the graphic-area.

5s Selection-Window: Shows elements you click in the graphic-area or Assembly Tree

6s Assembly-Tree: Lists the elements you add to the model

7s Command-Manager: shows hints or instructions when you run some commands. Or it is empty when a command is not active.


Base-Part = Mechanism-Frame, Frame ; Mechanism = kinematic-chain or linkage


KEY-SKILL 2 : Start the Part-Editor to edit the Base-Part:

In Parts, we need Points for Pin-Joints and Lines for Slide-Joints.

However, when we first add the new Mechanism-Editor, the Base-Part does not yet have Points or Lines (called 'sketch-elements'). You must add these sketch-elements to the Base-Part at the positions where you will join to it other Parts.

We must edit the Base-Part with the Part-Editor.

1.Double-click the rectangular Green Part-Outline of the Base-Part to edit the Base-Part with the Part-Editor.

Before you double-click: move your mouse-pointer over the Part-Outline, and it becomes red.

After you double-click, you are using the Part-Editor. You can edit only one Part at one time.

You add geometry - sketch-elements and constraints - in the Part-Editor.

RST-Add Line

KEY-SKILL 3 : Add a Line

1.Click Geometry-menu > Add Line1s-red

The Geometry toolbar1s-red is to the left of the Graphic-Area. [In the image, the Add Line command is active. Also see the active 'Edit Part' icon, at the top of the Local-Toolbar)

2.Drag a Line2s in the graphic-area. [ Drag = mouse-button down, move your mouse, mouse-button-up]

A Line is a sketch-element. Other sketch-elements are Circle, Arc and Point.

If you want:

1.Click Constraints menu (or Constraints Toolbar) > Horizontal
2.Click Constraints menu ( or Constraints Toolbar) > Add Dimension

[Use the Add Dimension icon]. Make the length of the Line = 100mm, Also, position the Line relative to the X- and Y-axes.


KEY-SKILL 4 : Close the Part-Editor:

To close the Part-Editor:

1.Click the icon above the Geometry toolbar 1s-red

The icon will 'toggled-out'.

You return to the Mechanism-Editor.

RST-Line in Mechanism Editor

KEY-SKILL 5 : Add Parts:

You can see the Line. The Line has a Point at each end. It is Green and the same colour as the rectangular Green Part-Outline of the Base-Part.

When you return to the Mechanism-Editor, sketch-elements become the same colour as the Part-Outline to which you add the sketch-element.

The Line is geometry that is a child to the Base-Part.

You cannot edit sketch-elements in the Mechanism-Editor. To add and edit the sketch-elements, you must edit the Part with the Part-Editor.


1.Click Kinematic-elements toolbar > Add Part 1s-red [left-side of the graphic-area]

The keyboard shortcut for 'Add Part' is the Insert key.

To add the Parts, drag your mouse-pointer in the graphic-area. It is the same action as Add Line.

Drag three Parts. 2s

1.Drag a Part 0.5*length of the Line in the Base-Part
2.Drag a Part approximately 1.0*length of the Line in the Base-Part
3.Drag a Line / Part 1.5*length of the Line in the Base-Part,

The Part-Outline for a Part you add to the graphic area is oval. The Base-Part Part-Outline is rectangular.

It is not important where you add the Parts. However, it is best to add them near to the Line.


KEY-SKILL 6: Add Pin-Joints: Select the Add Pin-Joint command.

1.Click Kinematic-elements toolbar > Add Pin-Joint'1s-red [left-side of the graphic-area]

Add Pin-Joints by selecting a Point in two different Parts.

Add four Pin-Joints. With Add Pin-Joint command active1s-red (the cursor also shows the active command). The image shows the four Pin-Joints.

1.Joint 1: Click the Point at one end of the Line in the Base-Part, then click a Point in the short, 0.5* Part
2.Joint 2: Click the Point at the other end of the Line in the Base-Part, then click a Point in the long 1.5* Part
3.Joint 3: Click a Point at one end of the 1.0* Part and the Point at the other end of the 0.5* Part
4.Joint 4: Click a Point at the other end of the 1.0* Part and the Point at the other end of the 1.5* Part

Notice the Pin-Joint symbol at the Joint with the Base-Part is different to the Pin-Joint symbol at the joint with the moving Parts

The four-bar mechanism is complete. But now we must give it motion-values. They instruct the mechanism how and when to move.

The Part-Outlines are Blue. Why?

KEY-SKILL 7: About Blue and Green Part-Outlines

It is the goal to make Parts have a Green Part-Outline. Green Parts are what we call 'kinematically-defined Parts'. This means we know their position, velocity and acceleration.

When the Parts have a Blue Part-Outline they are not kinematically-defined. We know their position, but do not know their velocity and acceleration.

An important goal is to make sure all Part-Outlines are Green.


Key-Skill 8: Add a Motion-Dimension Function-Block (FB)

1.Click the Kinematics FB toolbar > Add Motion-Dimension FB [Right-Side of Graphic-Area]

When you select this command, the Command-Manager1s-red shows three boxes for three elements you must click in the graphic-area.

Do not click in the boxes.

In the graphic-area:

a.Click the Pin-Joint2s symbol at the joint between the short Part and the Line in the Base-Part.
b.Click the Green Line in the Base-Part3s
c.Click the Line along the center of the short Part4s.
d.Click OK in the Command-Manager5s

The Motion-Dimension FB shows in the graphic-area. The Parts now have Green Part-Outlines.

This means they are 'kinematically-defined Parts'. This is 'good'. It is the goal for all Parts.


Key-Skill 9: Add more Function-Blocks and join with Wires

We must 'feed' motion-values to the Motion-Dimension FB from different Function-Blocks.

The motion 'feed' will tell the Parts when and how to move.

Add at least two more Function-Blocks.

1.Click the Kinematics FB > Linear-Motion Function-Block1s-red [Right-Side of Graphic-Area] then click in the graphic-area.
2.Click the Kinematics FB > Motion Function-Block2s [Right-Side of Graphic-Area] then click in the graphic-area.

Now, there are three Function-Blocks in the graphic-area.

The Function-Blocks have small triangles on their left and right-sides. These are connectors for wires.

1.Drag from the output-connector (right-side) of the Linear-Motion FB to the input-connector (left-side) of the Motion FB.

Before you drag, move your mouse-pointer above the output-connector so it red before you 'mouse-button-down', then drag to move your mouse-pointer above the the input-connector to make it red before you 'mouse-up'.

2.Then, drag from the output-connector of the Motion FB to the input-connector of the Motion-Dimension FB.



Key-Skill 10: Use the Cycle command.

1.Click Visibility toolbar) > Show MotionDesigner
2.Re-size MotionDesigner, if necessary, so that you can see Motion-Designer and your new Mechanism.

To do this, you can drag the Light-Blue vertical bar to the left-side of MotionDesigner, or drag the 'tear-strip' at the top of the MotionDesigner

3.Click Run toolbar (or Run menu ) > Cycle

The four-bar mechanism moves.

The motion of the mechanism is the same as the motion in MotionDesigner.

The motion has four segments. It is a simple Rise1s-red - Dwell2s - Return3s - Dwell4s type motion.

See MotionDesigner Tutorials for information

Key-Skill 11: Edit the Motion in MotionDesigner.

1.Click the MotionDesigner application window to make MotionDesigner active
2.Click below the second segment in MotionDesigner, see Dwell 2-R-RED-15 [ see image above and to left-side]

The second Blend-Point now has a red ◊ symbol.

The second Segment becomes the 'active segment'.

3.Click the Blend-Point Editor icon 5-R-RED-15 in the Segment & Blend-Point toolbar to open the Blend-Point Editor.

[See inset image of 'Segment & Blend-Point toolbar'].

4.In the Y-axis values separator of the Blend-Point Editor, enter a 'End-Position' value 6s-b directly.

Can you guess how to make the mechanism rotate at constant speed and continuously?

1.Delete the two wires between the Function-Blocks. To do this:
a.Click the wire so it shows in the Selection-Window
b.Right-click the wire element in the Selection-Window and click 'Delete element' in the short menu.
2.Connect a wire directly from the output-connector of the Linear Motion-Function-Block to the input-connector of the Motion-Dimension Function-Block.
3.Then click Run menu > Cycle (or use the ALT+C, [C for R13+] shortcut).


Key-Skill 12: Edit the Length of Parts:

To edit a Part:

1.Double-click on the Oval Green Part-Outline - see image


You are now in the Part-Editor, again.

1.Double-click the Arrowhead of the dimension - see image

Do not double-click the X-axis as this will either close the Part-Editor, or, if you double-click the Line, open the CAD-Line dialog-box.

The Edit Dimension dialog-box opens.

2.Edit the Length in the pop-up dialog-box by typing in a new number.
3.You MUST also press the Keyboard Return [or 'enter'] key, after you enter the value in the dialog with your keyboard.
4.Click 'OK'
5.Click the Edit-Part icon above the Geometry toolbar - See Key-Skill 4 - to close the Part-Editor.


Key-Skill 13: Review the Kinematics-Tree

1.Click the Kinematics tab in the Element Editor (at the bottom of the Project-Explorer - the left side of the graphics area)

There is one kinematic-chain.

2.Expand the Kinematic Chain
a.Rocker - Expand it to show that it is made up of the Part, the Pin-Joint and the Motion-Dimension FB
b.RRR Dyad. Expand it to show that it is made up from the two Parts and the three Pin-Joints. R = PIN-JOINT

The RRR is a Dyad. Dyads are always made from TWO PARTS and THREE JOINTS.

Tutorial and Reference Help Files for MechDesigner and MotionDesigner 13.2 + © Machine, Mechanism, Motion and Cam Design Software by PSMotion Ltd